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Looking for some help with Haunts and loot (Rise of the Runelords book 2 spoilers)
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So, just a quick extra waning in case you weren't really paying attention to the spoiler, I'm going to be going over some details on things that happen in runelords about mid book 2.

So my group is about to encounter the foxglove manor, I've brought up the gamemasters guide to go over how haunts work. I undertand how to run them, other than the lack of clarity if the PCs get perception checks only if they look around, always, or always but in secret. I've read before some suggestions to add some more in to really bring up the haunted house feel, however I can't seem to understand how to make them. Perhaps it's my lack of spell knowledge and time, but I'm finding it harder to make what I want done than it should be. I'm looking to make a stair haunt that will essentially drag the PC down the stairs, nothing too major, and another one in regards to the kitchen in the basement. I'm also interested in hearing about any other haunts you or your GMs may have added in.

Now in regards to loot, the party's loot distribution has been, less than optimal. I've set up loot sheets now for them in hopes that they track where things are going and who is getting what, but currently we have one PC with significantly less wealth than the others (~2.7k off the next lowest, and 5k off the highest). I'm looking for some decently loot for a blaster caster, that wouldn't universally be good. I'm thinking of throwing in a lvl 1 runestone of power (Arcanist) but the other caster in the group is also an arcanist (Control) and I would really like this one player to have a bit more. Group consists of Un-monk (Combat Manuvers), Warpriest (Healing), Bladebound Kensai Magus (damage), 2x Arcanist (Blaster Controller). The blaster caster is also currently Aldern's love interest, so I was thinking maybe having an item almost attuned for them.

Any assistance would be appreciated, thanks for taking the time to read.

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